Mercurial > sdl-ios-xcode
view src/video/ps3/SDL_ps3spe_c.h @ 3333:b334b4f7dfa0
[SDL] Bad math in SDL_RenderCopy
Mason Wheeler to sdl
When I tried to render an image using something other than NULL for srcrect, it got horribly distorted. I traced it down to the fact that the math in the rectangle adjustments performed just before the call to renderer->RenderCopy is written inside out. It should look like this:
if (dstrect->w != real_dstrect.w) {
int deltax = (dstrect->x - real_dstrect.x);
int deltaw = (dstrect->w - real_dstrect.w);
real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w;
real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w;
}
if (dstrect->h != real_dstrect.h) {
int deltay = (dstrect->y - real_dstrect.y);
int deltah = (dstrect->h - real_dstrect.h);
real_srcrect.y += (deltay * real_srcrect.h) / dstrect->h;
real_srcrect.h += (deltah * real_srcrect.h) / dstrect->h;
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 03 Oct 2009 16:23:16 +0000 |
parents | 94fb40a4a9a7 |
children | f7b03b6838cb |
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line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /* This SPE API basically provides 3 ways to run and control a program * on the SPE: * - Start and stop the program (keepalive=0). * SPE_Start() will implicitly boot up the program, create a thread and run * the context. * SPE_Stop() will join the (terminated) thread (may block) and return. * - Boot the program and run it (keepalive=0). * SPE_Boot() will create a context and load the program and finally start * the context with SPE_Start(). * SPE_Stop() will savely end the program. * - Boot, Run and send messages to the program (keepalive=1). * Start the program by using one of the methods described above. When * received the READY-message the program is in its infinite loop waiting * for new messages. * Every time you run the program, send SPU_START and the address of the * according struct using SPE_SendMsg(). * SPE_WaitForMsg() will than wait for SPU_FIN and is blocking. * SPE_Shutdown() sends SPU_EXIT and finally stops the program. * * Therefor the SPE program * - either runs once and returns * - or runs in an infinite loop and is controlled by messages. */ #include "SDL_config.h" #include "spulibs/spu_common.h" #include <libspe2.h> #ifndef _SDL_ps3spe_h #define _SDL_ps3spe_h /* SPU handling data */ typedef struct spu_data { /* Context to be executed */ spe_context_ptr_t ctx; spe_program_handle_t program; /* Thread running the context */ pthread_t thread; /* For debugging */ char * program_name; /* SPE_Start() or SPE_Boot() called */ unsigned int booted; /* Runs the program in an infinite loop? */ unsigned int keepalive; unsigned int entry; /* Exit code of the program */ int error_code; /* Arguments passed to the program */ void * argp; } spu_data_t; /* SPU specific API functions */ int SPE_Start(spu_data_t * spe_data); int SPE_Stop(spu_data_t * spe_data); int SPE_Boot(spu_data_t * spe_data); int SPE_Shutdown(spu_data_t * spe_data); int SPE_SendMsg(spu_data_t * spe_data, unsigned int msg); int SPE_WaitForMsg(spu_data_t * spe_data, unsigned int msg); void SPE_RunContext(void *thread_argp); #endif /* _SDL_ps3spe_h */ /* vi: set ts=4 sw=4 expandtab: */